Tragic Castle Obsession

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Location:

 North  of  Alliáns,  at  the  edge  of  the  Dying  World          Dungeon  DR:  10  
 
One-­‐Shot   Setup:   Deep   in   the   Impaled   Northern   Moon   Forest,   on   a   forsaken   peak   stands   the  
Tragic   Castle,   lair   of   Amra,   the   Vampyric   Witch   Ghost.   You   have   journeyed   beyond   the   black  
spires   of   Alliáns   to   this   accursed   place   to   seek   her   out.   Arcane   rumours   say   that   Amra   is  
immortal,   and   if   her   ectoplasmic   blood   is   shed   and   swallowed,   mortals   may   also   pass   into   the  
realms  of  the  undying.  Roll  d4  to  find  out  why  you  are  here:  
 
1.   2.   3.   4.  
You   were   sent   by   a   A   dabbler   in   You   are   accompanying   You   escaped   from  
noble   to   collect   Amra’s   Necrosophic   Alchemy,   Räex,   a   vampire-­‐ Anthelia’s   prison   and  
blood   in   the   hope   of   you   seek   to   synthesise   obsessed   exorcist   (roll   seek   revenge   –   but   only  
preserving   their   ageing   great   elxir   of   undeath   NPC   stats)   who   wants   by   entering   undeath  
dynasty.   Start   with   from   Amra’s   blood.   to   destroy   Amra.   You   will   you   have   a   chance  
either   a   d6   weapon   or   Start   with   two   Occult   intend   to   betray   Räex   against   her.   Roll   on  
tier  2  armour.   Herbmaster   elixirs   (d4   and   steal   off   with   Getting   Better   (Core:  
doses  each,  Core:  56).   Amra’s  blood.   33).  
 
The  gray,  frost-­‐shattered  Moon  Forest  is  uncannily  quiet.  As  you  get  closer  to  the  Tragic  Castle  –  
a   crooked   black   silhouette   against   the   hazy   circle   of   the   cursed   moon   –   you  hear  horrific  sounds  
from  within  its  walls.  Simian  screams…  howling  wolves…  Passing  through  the  rotten  remains  of  
the   castle   gates   brings   you   into   a   dismal   courtyard   with   two   exits.   Roll   for   Room   Contents  
(Solitary  Defilement:  13)  and  begin  your  Dungeon  Crawl  here.  
 
The Cursed Moon
The   cursed   moon   blights   everything   in   the  
Impaled   Moon   Forest.   If   at   any   time   you  
roll   1   on   a   d20,   a   random   object   in   your  
possession   becomes   a   vampire!   This   is   in  
addition   to   any   fumble   or   failure   that   may  
also   ensue.   Vampiric   objects   have   d2   HP,  
2d6   Morale.   If   the   vampiric   object   is   not   a  
weapon   it   does   d2   damage.   Unless   the  
object   is   armour   it   has   no   armour   tier.  
Remember   to   roll   Reactions   –   maybe   that  
vampire  hammer  is  friendly?!  
 
Vampires?!
Except  for  Amra,  vampires  are  NOT  immortal,  but  they  ARE  miserable  wretches  for  whom  food  
is   poison:   they   are   dependent   on   human   blood   and   harmed   by   sunlight   (-­‐1   HP   per   round).   If  
bitten  by  a  vampiric  creature,  test  DR12  Toughness  or  submit  to  their  disease.  If  you  contract  
the  blight,  you  may  only  restore  health  by  drinking  fresh  human  blood  –  any  victim  is  reduced  to  
1  HP  and  must  also  test  for  vampirism.  If  you  are  reduced  to  2  HP  or  less,  you  may  turn  into  a  bat:  
drop  all  items,  DR12  to  attack,  DR10  to  defend,  d4  bite  damage.  You  can  speak,  but  your  voice  
may  be  too  high-­‐pitched  to  hear!  
Tragic Castle Obsession is an independent production by 1d10+5 and Max Moon Games and is not
affiliated with Ockult Örtmästare Games or Stockholm Kartell. It is published under the MÖRK BORG
Third Party License. MÖRK BORG is copyright Ockult Örtmästare Games and Stockholm Kartell.
Tragic Castle Obsession was inspired by the music of Old Nick.
Common Encounters. Special Rooms .
1.  d2  Vampire  Monkeys   2.  d2  Cursed  Servants   3.  d2+1  Plaguespreaders   1.  Hall  of  the  Blood-­‐Feast     Two  exits  
HP  3  Morale  7  Bite  d4     HP   4   Morale   6   Cursed   Dagger   HP  2  Morale  4  Touch  d4   Before  you  get  reach  the  door,  you  smell  smoke  and  blood.  An  archway  leads  into  a  long  chamber.  Before  
Check   Reactions   -­‐2.   May   be   d2+1.     Wretched   vagrants   sheltering   in   a  grand  fireplace  there  is  a  wooden  table,  laid  for  a  feast,  although  the  food  has  long-­‐since  decayed.  Upon  
tamed   (DR14   Presence)   if   you   Old   folk   from   a   long-­‐vanished   the  castle.   it  lies  an  unconscious  NPC  (roll  on  table  opposite,  but  give  them  0  HP).  d2+1   Wampyric   Vampires   (see  
have   human   blood   or   human   village,   under   Amra’s   spell:   Special:   If   touched,   DR12   Common  Encounters,  opposite)  drink  the  NPC’s  blood  from  a  chalice.  When  you  enter,  test  DR11  Agility:  
meat  –  other  than  your  own  –  to   acting  as  her  eyes  and  pawns.   Toughness   or   deduct   1   Strength   if   successful,   they   do   not   notice   you.   Otherwise,   roll   Reactions   -­‐4.   If   the   NPC   survives   combat   or   is  
offer.   until  infection  is  cured.   otherwise  rescued,  there  is  a  1-­‐in-­‐2  chance  that  they  are  vampyric,  but  roll  Reactions  +2  in  either  case.  
4.  Coffin   5.  Wampyric  Vampire   6.  Drained  Victim   2.  Chapel  of  Iudas  Necrochristus   No  exits  
Roll   d6   when   opened:   1.   Grave   HP  6  Morale  10  Bite  d6   Roll   d4:   1.   Barely   alive   (0   HP,   roll   You   enter   a   damp   chamber,   smelling   of   mould   and   old   incense.   Crooked   pews   are   arranged   in   rows,  
dust;   2-­‐3.   d2   Corpse   Plunder;   4.   Special:   If   HP   is   2   or   less,   will   an   NPC   then   roll   Broken);   2-­‐3.   facing   a   stepped   altar,   upon   which   stands   a   large,   black   metal   reliquary   case.  Decaying   icons   of   unholy  
Random   scroll;   5.   Wampyric   turn  into  a  bat  (DR14  to  hit).     Freshly   dead   (d4   pints   of   blood   saints  adorn  the  walls.  If  the  reliquary  case  is  opened,  then  d4  Painted  Saints  emerge  from  the  icons:    
Vampire   (see   #5);   6.   Vampyric   1-­‐in-­‐6   chance   of   holding   an.   still   in   them!   1-­‐in-­‐2   chance   they   Painted   Saint   HP  4  Morale   –  Unholy   Gaze   d4  Special:  Paint  stripper,  acid,  red  and  black  poison  all  do  
Master  (see    #4,  below).   Occult  Treasure     wake   as   a   vampire   and   attack);   double  damage.  Armour  is  ineffective  against  the  unholy  gaze.  
Roll  Reactions  -­‐4.   4.  Totally  desiccated.    
  The   reliquary   contains   one   of   the   following   vampyric   relics   (d4):   1.   Golden   Fangs:   d6+d4   damage,   1-­‐in-­‐4  
chance   of   choking   (d2   damage);   2.  Sanguine   Monocle:   Living   creatures   nearby   appear   as   glowing   shapes  
Rare Encounters. –   always   gain   initiative   in   first   round   of   combat;   3.   Saint   Dragul’s   Fedora:   +2   Presence   when   invoking  
1.  Shepherd  of  the  Rats   2.  Haunted  Loot   3.  d2  Nightmare  Ghosts   Powers,  -­‐3  Reaction  modifier  to   all  who  meet  you;  4.   Transcendent   Perfume:   d4   doses,   DR14   Presence   or  
HP   8   Morale   9   Plague   Staff   d6   HP  d6+2  Morale  8  Damage  d4   HP   6   Morale   7   Suffocation   d4   fall  into  reveries  for  d6  rounds  
Greasy  Rags  –d2    A  shuffling  pile  of  (d4):  1.  Silver   Ectoplasmic  Film  –d2   3.  Haunted  Bedchamber   Two  Exits  
Special:   Is   preceded   by   a   torrent   coins;  2.  Rusty  keys;  3.  Brooches   Dripping   burial   shrouds,   seeking   In  this  dim,  damp  chamber  a  four-­‐poster  bed  abuts  one  wall.  Its  curtains  are  closed.  A  gray,  gaunt  woman  
of   rats,   test   DR14   Toughness   or   and   jewellery;   4.   Taxidermy   to   envelop   new   victims.     with  ghoulishly  long  fingers  stands  near  the  bed,  working  a  nightmarish  tapestry  at  a  large  loom.  
be  flawed  for  one  round.  Also  1-­‐ animals.     Special:   When   you   hit   a   ghost,    
in-­‐4   chance   of   summoning   Special:   Defence   rolls   of   1   to   3   test  DR10  AGI  or  take  additional   Sepulchral  Weaver    
additional  torrent  per  round.   are   treated   as   Fumbles.   Worth   d2   damage   from   ectoplasmic   HP  8  Morale  –  Cursed  Weaving  Shuttle  d6  Spidersilk  Gown  –d4  
d20+10  silver.   spattering.   Special:  The  weaver  can  throw  shuttles  if  she  is  near  the  loom.  DR12  Strength  on  a  successful  hit,  or  the  
4.  Vampyric  Master   5.  Skeletal  ‘Oss   6.  Vierhander   thread  wraps  around  the  PC,  rendering  them  bound  until  they  can  break  it.  They  will  also  be  dragged  into  
HP   9   Morale   10   Bite   d6     HP   7   Morale   8     A   GIGANTIC   sword:   needs   at   the  loom  in  d2  rounds,  taking  d6  by  being  crushed  and  cut  in  its  mechanisms.  
Cloak  of  Darkness  -­‐d6   Sharpened  Teeth  d4+1  Bone  d2   least   four   hands   to   wield!   d12    
Special:   If   HP   is   2   or   less,   will   The   bones   of   an   old   horse   damage.   Any   miss   inflicts   d4   on   The  bed  contains  (d4):  1.  Bones,  dark  bloodstains,  two  items  corpse  plunder;  2.  A  black  book  on  the  pillow  
turn  into  a  bat  (DR14  to  hit).   suddenly   twitch   and   reanimate!!   target   and   wielders.   A   fumble   (unclean  scroll);  3.  d2  Vampire  Monkeys;  4.  Drained  victim  (see  #6  opposite).  
1-­‐in-­‐2   chance   of   holding   a   Roll  Reactions.   reduces   one   wielder   to   0   HP   as   4.  Pit  of  Amra     No  additional  exits  
Vapmpyric   Relic   (see   #2,     the   weight   of   the   sword   falls   Amra’s   crypt   floats   in   the   centre   of   an   island   of   soulsludge.   It   is   made   of   glowing   emerald.   The   witch  
opposite).    Roll  Reactions  -­‐4.   upon  them.   emerges  from  it,  and  begins  to  fly  around  you  in  circles!  
Note:   Rare   encounters   and   NPCs   (below)   can   only   be   encountered   once.   Move   to   the   next   number   in    
sequence  if  you  roll  something  previously  encountered.   Amra  HP  Infinite  Morale  10  Occult  Rags  –d4  
Special:  Hovers  just  out  of  reach  of  melee  weapons.  Performs  a  random  action  each  round  (d4):  
  1.  Lunar  Laughter:  Target  tests  DR12    Presence  or  loses  -­‐1  to  random  stat.      
NPCs. 2.  Boreal  Punishment:  All  PCs  and  companions  test  DR12  Strength  or  take  d8  damage  each.      
1.  Count  Dolor   2.    Lady/Lord  Corona   3.  Obed   4.  Doktor  Gutblut   3.   Spectral   Charge:   Swoops    down,   defend   DR12   or   take   d8   damage   from   invisible   hooves   and   horns.  
A   miserable   vampire.   A   vampire   bride/groom   Pale   One   –   sealed   in   a   A   paranoid   vampire   Amra  is  in  melee  range  until  her  next  attack    
Retreated   to   the   castle   –   awaits   the   arrival   of   glass   cloche,   help   hunter   –   professional   4.  Astral  Familiar:  A  fanged  spectral  animal  materialises  –  HP  3  Morale  7  Bite  d4      
to  wait  for  7:7.   their  betrothed.   prisoner  by  Amra.   enemy  of  Räex.   Amra   leaks   ectoplasmic   blood   every   time   she   is   hit.   There   is   a   1-­‐in-­‐4   chance   it   will   be   close   enough   to  
retrieve.  If  you  retrieve  the  blood  you  may  flee  (Solitary  Defilement:  6)  and  try  to  escape  the  castle.    
5.  Galdon   6.  Garax   7.  Quoth   8.  Other  
The   victim   of   a   cruel   A   witch   –   has   come   to   A   talking   raven.   May   Roll   on   the   Sölitary    
murder,   whose   shade   the   castle   to   retrieve   not   use   weapons,   Defilement  
now  haunts  the  castle.   Amra’s  blood.   armour  etc.  Can  fly.  
NPCs  
oracle  for  inspiration.    
Backtracking.
When  backtracking  through  previously-­‐visited  and  now  empty  areas,  roll  d6:  
For  NPC  stats  roll:  d6  HP,  d10  Morale,  d2  armour  (1:  no  armour,  2:  -­‐d2  armour),  d4  damage  (1:  d2,  2-­‐3:  
d4,  4:  d6).  Don’t  forget  to  check  Reactions  for  each  NPC  encounter!   1  –  4.   5.   6.  
No  encounter.   Common  encounter.   Encounter  NPC.  
 

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